Gwyvern Posted March 5, 2013 Author Share Posted March 5, 2013 i have it but i have not gone through much, i was thinking of the dragon aspect shout, but i cannot find the code for that, the scripts they use to make the effects appear don't even show up in the scripts list, and when all is said and done i would like the mod to work for people without dragonborn my next class is starting soon, so responses will be slow, but feel free to post Dragon aspect is what I was thinking.It's spell, but in my opinion it'd be much better if it could be build with "vanilla" stuff.Also, I didn't mean using it directly, but some of the mechanics it uses.As it has three different stages, three different FX parts, that are equipped like armor.(which makes it unique, as far as I know, it's only item utilizing FX in a manner like this) By making spell similar to dragon aspect, it should be possible to make it into enchantment.. And thus via that allow using of system like that. However, I haven't checked how the spell is made, and how the actual FX items are "equipped", so I can't guide you more than that. Probably I could find I way if I'd start tinkering with it.. But my ways of doing things is unique and really weird so I can't explain what I'd do.I'm just an ordinary redneck who can handle CK :biggrin: The dragon aspect spell is a standard stat boost spell, the effects are added in via scripts, scripts that i cannot look at to reverse engineer because the "view source" option is greyed out, and the script does not show up in the dlc2 scripts folder anywhere Link to comment Share on other sites More sharing options...
Willy4x4 Posted March 5, 2013 Share Posted March 5, 2013 (edited) Try this on your weapon: Scriptname MyScriptName extends ObjectReference Armor Property MyArmorPartToEquip01 Auto Armor Property MyArmorPartToEquip02 Auto Armor Property MyArmorPartToEquip03 Auto Armor Property MyArmorPartToEquip04 Auto Armor Property MyArmorPartToEquip05 Auto Weapon Property MyWeaponIsEquiped Auto ;Etc.... Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() RegisterForUpdate(0.5) ;set the update time here (0.5 = 0.5 secs) EndIf EndEvent Event OnUnequipped(Actor akActor) If akActor == Game.GetPlayer() UnregisterForUpdate() EndIf endEvent Event OnUpdate();does this test every 5 secs If (Game.GetPlayer().IsEquipped(MyWeaponIsEquiped))&&(Game.GetPlayer().IsWeaponDrawn() == True) Debug.MessageBox("Weapon is drawn and equipped!") Game.GetPlayer().EquipItem(MyArmorPartToEquip01) Game.GetPlayer().EquipItem(MyArmorPartToEquip02) Game.GetPlayer().EquipItem(MyArmorPartToEquip03) Game.GetPlayer().EquipItem(MyArmorPartToEquip04) Game.GetPlayer().EquipItem(MyArmorPartToEquip05) ElseIf (Game.GetPlayer().IsEquipped(MyWeaponIsEquiped)) && (Game.GetPlayer().IsWeaponDrawn() == False) Debug.MessageBox("Weapon is sheathed and equipped!") Game.GetPlayer().UnequipItem(MyArmorPartToEquip01) Game.GetPlayer().UnequipItem(MyArmorPartToEquip02) Game.GetPlayer().UnequipItem(MyArmorPartToEquip03) Game.GetPlayer().UnequipItem(MyArmorPartToEquip04) Game.GetPlayer().UnequipItem(MyArmorPartToEquip05) EndIf EndEvent EDIT: Updated Script :smile: Edited March 5, 2013 by Willy4x4 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 5, 2013 Share Posted March 5, 2013 @GwyvernIf you don't have any PSC files in your Dragonborn sub-dir of the Source folder found in the Scripts folder then you need to verify your Creation Kit with Steam. Even if you do get the Dragonborn source files in said directory you will not be able to view them via the Creation Kit without moving the appropriate script to the main Source folder. Or you can try editing this line found in the Papyrus section sScriptSourceFolder = "Data\Scripts\Source" of your SkyrimEditor.ini file to state sScriptSourceFolder = "Data\Scripts\Source\Dragonborn" Same thing is true of Hearthfire and Dawnguard scripts if you need to look at their source codes as well. @Willy4x4Your usage of RegisterForUpdate lacks a corresponding UnregisterForUpdate. It is better to use the single update and recall it if necessary. That way upon mod removal it will no longer try to keep polling and contribute to save file bloating. Also your example requires the weapon to be specified. The original poster did not state that this event was to take place with the equipping of just a single weapon. However, with some adjustment to the registration of update your example should work provided that the original poster wishes only to equip armor with a specific singular weapon. Link to comment Share on other sites More sharing options...
Willy4x4 Posted March 5, 2013 Share Posted March 5, 2013 (edited) IsharaMeradin, on 06 Mar 2013 - 00:02, said:@GwyvernIf you don't have any PSC files in your Dragonborn sub-dir of the Source folder found in the Scripts folder then you need to verify your Creation Kit with Steam. Even if you do get the Dragonborn source files in said directory you will not be able to view them via the Creation Kit without moving the appropriate script to the main Source folder. Or you can try editing this line found in the Papyrus section sScriptSourceFolder = "Data\Scripts\Source" of your SkyrimEditor.ini file to state sScriptSourceFolder = "Data\Scripts\Source\Dragonborn" Same thing is true of Hearthfire and Dawnguard scripts if you need to look at their source codes as well. @Willy4x4Your usage of RegisterForUpdate lacks a corresponding UnregisterForUpdate. It is better to use the single update and recall it if necessary. That way upon mod removal it will no longer try to keep polling and contribute to save file bloating. Also your example requires the weapon to be specified. The original poster did not state that this event was to take place with the equipping of just a single weapon. However, with some adjustment to the registration of update your example should work provided that the original poster wishes only to equip armor with a specific singular weapon.I updated the script as i saw it myself i forgot UnregisterForUpdate() >.<It's an example, i could adjust it as he wants, with spells and stuff, but I'm just an amateur scripter ^^On top of that i didn't even check if the player has the needed Armor... Edited March 5, 2013 by Willy4x4 Link to comment Share on other sites More sharing options...
Gwyvern Posted March 6, 2013 Author Share Posted March 6, 2013 hehhehehh.... maybe i should clarify what i am doing, okay so, i am trying to essentially make a new kind of bound weapon the weapon is supposed to come out of the wrist, from a wrist mounted gauntlet-aparatus the current version, which is released, has the model for the blade itself set up like any other weapon, just with the model moved above the hand and pointed outward, rather than in the hand and pointed upward this is fine except for when blocking and in killcams, as the blade points off into the target like a stab rather than a block with the former, and any stabbing finishing moves have the blade facing sideways, minor visual stuff, but i would rather fix it how to fix it, is to attach the model to bones, like armor, so i have the entire mesh weighted to the bone "R forearm twist 2", so the blade remains straight regardless of hand position the problem with THIS is that if a model attached to bones (or anything that is not set up with weapon nodes) is used for a weapon, the engine does not know what to do with it, so the in game mesh simply floats by the actor's waist, unmoving the only way around this that i can see, is to have the blade added in as armor (i currently have it added in at misc slot 60) and somehow set it up so that the same time the bound weapon spell goes off (or even better, whenever the particular bound weapon is out) the visuals for what the blade should look like (which is armor) would equip at the same time, and remain equipped until the bound weapon is sheathed or dispelled, at which point the armor item representing the blade visuals would also disappear does this clarify things a little bit? sorry for my vaugeness Link to comment Share on other sites More sharing options...
Willy4x4 Posted March 6, 2013 Share Posted March 6, 2013 hehhehehh.... maybe i should clarify what i am doing, okay so, i am trying to essentially make a new kind of bound weapon the weapon is supposed to come out of the wrist, from a wrist mounted gauntlet-aparatus the current version, which is released, has the model for the blade itself set up like any other weapon, just with the model moved above the hand and pointed outward, rather than in the hand and pointed upward this is fine except for when blocking and in killcams, as the blade points off into the target like a stab rather than a block with the former, and any stabbing finishing moves have the blade facing sideways, minor visual stuff, but i would rather fix it how to fix it, is to attach the model to bones, like armor, so i have the entire mesh weighted to the bone "R forearm twist 2", so the blade remains straight regardless of hand position the problem with THIS is that if a model attached to bones (or anything that is not set up with weapon nodes) is used for a weapon, the engine does not know what to do with it, so the in game mesh simply floats by the actor's waist, unmoving the only way around this that i can see, is to have the blade added in as armor (i currently have it added in at misc slot 60) and somehow set it up so that the same time the bound weapon spell goes off (or even better, whenever the particular bound weapon is out) the visuals for what the blade should look like (which is armor) would equip at the same time, and remain equipped until the bound weapon is sheathed or dispelled, at which point the armor item representing the blade visuals would also disappear does this clarify things a little bit? sorry for my vaugeness Ehhh..... So It's a bound weapon spell? and when drawn you want to switch the model? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 6, 2013 Share Posted March 6, 2013 hmm as an armor piece it won't do any damage that I can see. Your description reminds me of the witchblade from the tv series with the same name. At any rate... Keep your current weapon, give it an invisible mesh. This will provide the damage that you need when fighting.Create your guantlet weapon, one version with the blade extended and one version without the blade. Player equips the invisible weapon. the non-blade gauntlet is forced to be equipped.Player readies the invisible weapon. the blade gauntlet is forced to be equipped. As far as script to do this... You could try something on a player alias in a dummy quest like the untested script which follows Scriptname SomeScript Extends ReferenceAlias Weapon Property InvisibleBlade Auto Armor Property GauntletBladed Auto Armor Property GauntletNoBlade Auto Actor Player = Game.GetPlayer() Event OnInit() RegisterForSingleUpdate(1) EndEvent Event OnUpdate() If Player.GetItemCount(InvisibleBlade) >= 1 If Player.GetItemCount(GauntletNoBlade) < 1 Player.AddItem(GauntletNoBlade, 1, true) EndIf If Player.GetItemCount(GauntletBladed) < 1 Player.AddItem(GauntletBladed, 1, true) EndIf EndIf If Player.GetWeaponEquipped(false) == InvisibleBlade && !(Player.IsWeaponDrawn()) ;checks for weapon in right hand and not readied Player.UnequipItem(GauntletBladed, true) Player.EquipItem(GauntletNoBlade, true) ElseIf Player.GetWeaponEquipped(false) == InvisibleBlade && (Player.IsWeaponDrawn()) ;checks for weapon in right hand and readied Player.UnEquipItem(GauntletNoBlade, true) Player.EquipItem(GauntletBladed, true) ElseIf Player.GetWeaponEquipped(false) != InvisibleBlade ;our weapon is not equipped Player.UnequipItem(GauntletNoBlade, true) Player.UnequipItem(GauntletBladed, true) EndIf EndEvent There would need to be other logic if you want the weapon to be equipped in the left hand as well the right hand. It may be a start at least in the right direction. The above should work for physical weapons. If you are going to incorporate a spell/shout/power instead then it would need to be a different script. Link to comment Share on other sites More sharing options...
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